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5f2bebf7a5
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does. It exposes : - The same pixel formats - The same set of extensions - Nothing more All of this without taking 10% of your build time. If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree. CORE-7499
101 lines
3 KiB
C
101 lines
3 KiB
C
/* $Id: depth.h,v 1.2 1996/09/15 14:19:16 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.0
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* Copyright (C) 1995-1996 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: depth.h,v $
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* Revision 1.2 1996/09/15 14:19:16 brianp
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* now use GLframebuffer and GLvisual
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*
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* Revision 1.1 1996/09/13 01:38:16 brianp
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* Initial revision
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*
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*/
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#ifndef DEPTH_H
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#define DEPTH_H
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#include "types.h"
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/*
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* Return the address of the Z-buffer value for window coordinate (x,y):
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*/
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#define Z_ADDRESS( CTX, X, Y ) \
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((CTX)->Buffer->Depth + (CTX)->Buffer->Width * (Y) + (X))
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extern GLuint
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gl_depth_test_span_generic( GLcontext* ctx, GLuint n, GLint x, GLint y,
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const GLdepth z[], GLubyte mask[] );
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extern GLuint
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gl_depth_test_span_less( GLcontext* ctx, GLuint n, GLint x, GLint y,
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const GLdepth z[], GLubyte mask[] );
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extern GLuint
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gl_depth_test_span_greater( GLcontext* ctx, GLuint n, GLint x, GLint y,
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const GLdepth z[], GLubyte mask[] );
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extern void
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gl_depth_test_pixels_generic( GLcontext* ctx,
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GLuint n, const GLint x[], const GLint y[],
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const GLdepth z[], GLubyte mask[] );
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extern void
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gl_depth_test_pixels_less( GLcontext* ctx,
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GLuint n, const GLint x[], const GLint y[],
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const GLdepth z[], GLubyte mask[] );
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extern void
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gl_depth_test_pixels_greater( GLcontext* ctx,
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GLuint n, const GLint x[], const GLint y[],
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const GLdepth z[], GLubyte mask[] );
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extern void gl_read_depth_span_float( GLcontext* ctx,
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GLuint n, GLint x, GLint y,
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GLfloat depth[] );
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extern void gl_read_depth_span_int( GLcontext* ctx, GLuint n, GLint x, GLint y,
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GLdepth depth[] );
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extern void gl_alloc_depth_buffer( GLcontext* ctx );
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extern void gl_clear_depth_buffer( GLcontext* ctx );
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extern void gl_ClearDepth( GLcontext* ctx, GLclampd depth );
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extern void gl_DepthFunc( GLcontext* ctx, GLenum func );
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extern void gl_DepthMask( GLcontext* ctx, GLboolean flag );
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extern void gl_DepthRange( GLcontext* ctx, GLclampd nearval, GLclampd farval );
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#endif
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